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current FS sends a flood of AGENT_CONTROL_FINISH_ANIM
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@@ -8224,7 +8224,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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if(
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(x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) // significant if control flags changed
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|| x.ControlFlags != (byte)AgentManager.ControlFlags.NONE// actually all movement controls need to pass
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|| (x.ControlFlags & ~(uint)AgentManager.ControlFlags.AGENT_CONTROL_FINISH_ANIM) != (uint)AgentManager.ControlFlags.NONE
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|| (x.Flags != m_thisAgentUpdateArgs.Flags) // significant if Flags changed
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|| (x.State != m_thisAgentUpdateArgs.State) // significant if Stats changed
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|| (Math.Abs(x.Far - m_thisAgentUpdateArgs.Far) >= 32) // significant if far distance changed
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@@ -2528,7 +2528,7 @@ namespace OpenSim.Region.Framework.Scenes
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private void UpdateCameraCollisionPlane(Vector4 plane)
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{
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if (m_lastCameraCollisionPlane != plane)
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if (m_lastCameraCollisionPlane.NotEqual(plane))
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{
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m_lastCameraCollisionPlane = plane;
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ControllingClient.SendCameraConstraint(plane);
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@@ -2552,9 +2552,8 @@ namespace OpenSim.Region.Framework.Scenes
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collisionPoint.X = (float) Math.Round(collisionPoint.X, 1);
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collisionPoint.Y = (float) Math.Round(collisionPoint.Y, 1);
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collisionPoint.Z = (float) Math.Round(collisionPoint.Z, 1);
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Vector4 plane = new Vector4(pNormal.X, pNormal.Y, pNormal.Z,
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Vector3.Dot(collisionPoint, pNormal));
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Vector4 plane = new Vector4(pNormal.X, pNormal.Y, pNormal.Z, collisionPoint.Dot(pNormal));
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UpdateCameraCollisionPlane(plane);
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}
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}
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@@ -2569,8 +2568,7 @@ namespace OpenSim.Region.Framework.Scenes
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collisionPoint.Y = (float) Math.Round(collisionPoint.Y, 1);
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collisionPoint.Z = (float) Math.Round(collisionPoint.Z, 1);
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Vector4 plane = new Vector4(pNormal.X, pNormal.Y, pNormal.Z,
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Vector3.Dot(collisionPoint, pNormal));
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Vector4 plane = new Vector4(pNormal.X, pNormal.Y, pNormal.Z, collisionPoint.Dot(pNormal));
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UpdateCameraCollisionPlane(plane);
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}
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}
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